mob
	monster
		proc
			AIMove()
				//AI Stuff Goes Here
				var/mob/target
				if(FMonStat(src, mstatAttacked))
					for(var/mob/pc/P in view(src, 1))
						target = P
					if(target)
						src.Move(target.loc)
					else
						for(var/mob/pc/P in view(src, 2))
							target = P
						if(target)
							step_towards(src, target)
						else
							if(prob(25))
								ResetMonStat(src, mstatAttacked)
				step_rand(src)
				if(prob(5)) view(src) << "[src] looks at you."

		Bump(atom/A)
			. = ..()
			if(istype(A, /mob/pc)) // For the moment, we only attack PCs
				var/ATTACK/attack = src.rgAttacks[src.iAttackCur]
				src.DoMonsterAttack(A, attack)

mob
	monster
		New()
			. = ..()
			if(!src.iAttackCur)
				src.iAttackCur = 1 //BYOND's lists are 1 based. Not 0 based like C.